














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Sapper 1.6.7DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Bastion 1.5.10A complete rework for Bulwark. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Cleaner Item Descriptions 1.7.0Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.0Donators/Buyers bonus! Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 34 / 18% |
| Size | huge |
| Lifes / Deaths | Killed by Zarock at level 13 on the 27th Dusk 122nd year of Ascendancy at 12:53 4 / 3Killed by Ivawyn the copperhead snake at level 34 on the 72nd Regrowth 123rd year of Ascendancy at 01:54 Killed by Zarock at level 34 on the 72nd Regrowth 123rd year of Ascendancy at 01:56 |
| Antimagic | Follower |
Primary Stats
| Strength | 125 (base 60) |
| Dexterity | 65 (base 60) |
| Constitution | 70 (base 60) |
| Magic | 58 (base 60) |
| Willpower | 86 (base 60) |
| Cunning | 98 (base 60) |
Resources
| Life | 1465/1465 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 243/243 |
| Healing Factor | 1.3772792565121 |
| Regeneration | 9.1933390372185 |
Speed
| Mental | +8.15% |
| Attack | +8.15% |
| Movement | -37.600000000001% |
| Spell | +8.15% |
| Global | +105.22% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 57.867764511259 |
| See Invisible | 57.867764511259 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 56 |
| Crit Chance | 44% |
| APR | 54 |
| Speed | 0.92 |
Offense: Offhand
| Damage | 105 |
| Accuracy | 56 |
| Crit Chance | 64% |
| APR | 63 |
| Speed | 0.92 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 42% |
| Speed | 0.92464170134073 |
Offense: Mind
| Mindpower | 100 |
| Crit Chance | 51% |
| Speed | 0.92464170134073 |
Offense: Damage Bonus
| Mind | +69% |
| Darkness | +21% |
| Light | +20% |
| Nature | +31% |
| Blight | +11% |
| Physical | +17% |
| Fire | +8% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +40% |
| Darkness | +15% |
| Blight | +10% |
| Physical | +5% |
| Acid | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 75.186211628464 (73.607947236566%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 44 |
| Mental Save | 53 |
Defense: Resistances
| Mind | + 35%( 70%) |
| Acid | + 17%( 70%) |
| Lightning | + 70%( 70%) |
| Cold | + 17%( 70%) |
| Nature | + 27%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 24%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 90% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 59%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 502 life over 5 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 88%. |
Class Talents
| Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Projection | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Psionic / Thermal mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Charged mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Voracity | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Psionic / Focus | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You failed to protect the lost defiler from death by Bethosevena the skeleton mage. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 12. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| Psionic focus | Layuritta the Stormpunish (56-83 power, 4 apr) 3.0 Encumbrance T5 battleaxe 2H weapon [Rare] Psionic Weapon Damage 55.5 - 83.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +24 mind On-Hit, radius 1 +12 lightning +8 darkness +90 20% chance of physical repulsion On-crit, radius 2 +16 lightning On Hit: * 34% chance to reduce all saves and defense by 50 While equipped: Stats +7 Cun +7 Wil offense ------ Damage +21% nature Ignore resists +15% darkness +20% lightning defense ------ Resistance +6% lightning +6% nature Massive two-handed battleaxes. |
| On hands | Blindobeisance the voratun gauntlets (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Spell Crit +2% Critical power +20.00% On-Hit 12 nature Damage +9% blight +8% nature +12% light defense ------ Armor +3 Fatigue +5% Resistance +8% nature Disarm Resist +90% other ------- Max mana +100.00 Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | dwarven lantern 'Gloryvena'1.0 Encumbrance T5 lite [Rare] Nature While equipped: defense ------ Defense +15 (+5 eff.) Resistance +3% physical +3% mind +6% fire Unlife -20.00 life Life +71.00 Life Regen +4.00 Knockbk Resist +20% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Emeleda the drakeskin leather hat (0 def, 5 armour) 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +6 Cun +8 Con offense ------ Mind Crit +2% Damage +18% mind Ignore resists +10% acid Accuracy +16 (+5 eff.) defense ------ Armor +5 Fatigue +5% other ------- Equi when Hit +0.24 Max psi +20.00 Light +6 A hat made of leather. Very stylish. |
| On feet | Starpain (10 def, 5 armour) 3.0 Encumbrance T5 feet armor [Rare] Nature While equipped: Stats +2 Dex +2 Wil offense ------ Move Speed +10% Damage +6% light +15% physical When Hit 10 mind 4 physical defense ------ Armor +5 Defense +10 (+3 eff.) Fatigue -1% Physical save +15 (+5 eff.) Mind save +9 (+3 eff.) Life +57.00 Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Stamina/turn +0.70 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Ivatta the Shockfiend0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +12 Str offense ------ Damage +9% mind Ignore resists +20% lightning defense ------ Armor +8 Resistance +12% lightning other ------- Psi when Hit +0.12 Rings make your fingers look great! |
| On fingers | Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Salevea (18-20 power, 43 apr, mind damage) 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 18.0 - 19.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +43 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 blight On Hit: * splashes acid on your target dealing 62 damage and reducing their armor While equipped: Stats +4 Dex offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 7 mind 15 darkness Damage +10% mind +9% darkness Ignore resists +10% blight +5% physical On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Unlife -80.00 life other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | noble's hardened leather belt 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +3 Cun +5 Wil offense ------ Against +16% Summoned defense ------ Defense +10 (+3 eff.) Resist Against +16% Summoned Slow Projectiles +25% A belt that goes around your waist. |
| In off hand | wyrm's pulsing mindstar of clarity (12-14 power, 52 apr, mind damage) 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 12.5 - 13.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +52 Critical Rate +24.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) On-Hit 2 lightning 4 physical 3 cold 4 acid 5 fire defense ------ Resistance +4% lightning +5% physical +5% fire +2% cold +2% acid Mind save +3 (+1 eff.) other ------- Max psi +13.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Cloth of Dreams (10 def, 0 armour) 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind +30% lightning Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Stun Resist +50% other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.3 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 100 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Ashknave the voratun plate armour (0 def, 32 armour) 17.0 Encumbrance T5 massive armor [Rare] Master While equipped: offense ------ Damage +30% mind +6% fire When Hit 6 acid 40 physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 50 defense ------ Armor +32 Fatigue +23% Resistance +25% lightning +6% mind A suit of armour made of metal plates. |
Inventory
2 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Genocide (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Porumigath the Windbolt (36-57 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Arcane Weapon Damage 35.5 - 56.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 temporal On Crit: * Splash the target with acid dealing 190 damage over 5 turns and reducing armor and accuracy by 24 While equipped: Stats +2 Wil offense ------ Critical power +15.00% Damage +9% nature Ignore resists +5% mind +15% nature When Hit 8 mind defense ------ Resistance +12% nature Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Massive two-handed swords. |
Arukira (21-29 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Psionic Weapon Damage 21.0 - 29.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +13 mind +20 physical On-crit, radius 2 +20 physical On Hit: * 25% chance to reduce all saves and defense by 50 While equipped: Stats +4 Wil +4 Cun +3 Con offense ------ Ignore resists +20% acid Ignore Armor +5 When Hit 6 physical defense ------ Resistance +6% acid Sharp, long, and deadly. |
enhanced stralite mace of massacre (42-59 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Nature/Master Weapon Damage 42.5 - 59.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +7 Str +7 Dex +11 Mag +10 Wil +6 Cun +7 Con Blunt and deadly. |
Gloomradiance the stralite ritual blade (18-23 power, 9 apr) Gloomradiance the stralite ritual blade (18-23 power, 9 apr)1.0 Encumbrance T4 ritual blade 1H weapon [Rare] Nature Weapon Damage 17.5 - 22.8 Physical Uses 40% Wil, 45% Mag, 45% Dex Accuracy Bonus +0.5% Ignore Armor (max 50%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +12 blinding light While equipped: Stats +3 Wil offense ------ Spell Crit +8% Damage +24% fire +9% darkness +21% mind When Hit 4 darkness defense ------ Defense +9 (+3 eff.) other ------- Hate-on-crit +3.00 Light +4 Illuminate: Puts all charms on 6 cooldown Effective talent level: 4.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 213.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Sharp, short and deadly. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 125% Mag, 40% Wil Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+7 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
elven-wood magestaff 'Arelaith' (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% cold defense ------ Defense +13 (+4 eff.) Resistance +12% acid +9% temporal +6% darkness +12% cold Physical save +8 (+2 eff.) Spell save +9 (+3 eff.) Blind Resist +20% Disease Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of breaching (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +27.00% Spellpower +17 (+5 eff.) On-Hit 22 fire Damage +25% cold Ignore resists +12% cold other ------- See Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Aletta's Diadem (0 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 3.0 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 330.08 mind damage and cripples the target's higher mental functions, reducing cunning by 23 and confusing (38% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
duelist's reinforced leather armour of the deep (17 def, 15 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Cun +3 Dex defense ------ Armor +15 Defense +17 (+5 eff.) Fatigue +8% Resistance +10% acid +9% cold other ------- Breathe water A suit of armour made of leather. |
78 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Temporal Wyrm Heart0.0 Encumbrance heart corpse [Plot Item] Arcane Consume the heart. The heart of Rantha the Abomination. It shines with temporal energies. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great frost salve [power 30] great frost salve [power 30]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 59% cooldown modifier. Remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 421] great healing salve [power 421]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 59% cooldown modifier. Heal 421 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 367] great pain suppressor salve [power 367]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 59% cooldown modifier. Let you fight up to -367 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great water salve [power 30] great water salve [power 30]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 59% cooldown modifier. Remove 2 mental effects and grants a water aura (30% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Zarock the Krog Mindslayer level 31
53rd Regrowth 123rd year of Ascendancy at 11:21 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Zarock the Krog Mindslayer level 26
6th Haze 122nd year of Ascendancy at 14:37 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Zarock the Krog Mindslayer level 10
3rd Flare 122nd year of Ascendancy at 00:24 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Zarock the Krog Mindslayer level 28
48th Haze 122nd year of Ascendancy at 11:12 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zarock the Krog Mindslayer level 10
9th Mirth 122nd year of Ascendancy at 21:26 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Zarock the Krog Mindslayer level 33
63rd Regrowth 123rd year of Ascendancy at 18:02 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Zarock the Krog Mindslayer level 27
40th Haze 122nd year of Ascendancy at 12:20 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Zarock the Krog Mindslayer level 26
6th Haze 122nd year of Ascendancy at 14:20 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Zarock the Krog Mindslayer level 17
67th Dusk 122nd year of Ascendancy at 19:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Zarock the Krog Mindslayer level 19
70th Dusk 122nd year of Ascendancy at 01:36 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zarock the Krog Mindslayer level 31
50th Regrowth 123rd year of Ascendancy at 21:31 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zarock the Krog Mindslayer level 17
49th Dusk 122nd year of Ascendancy at 11:31 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Zarock the Krog Mindslayer level 30
4th Decay 122nd year of Ascendancy at 12:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Zarock the Krog Mindslayer level 10
9th Mirth 122nd year of Ascendancy at 21:25 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Zarock the Krog Mindslayer level 20
70th Dusk 122nd year of Ascendancy at 03:18 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Zarock the Krog Mindslayer level 30
1st Decay 122nd year of Ascendancy at 09:10 see stats
Purely a Formality (Nightmare (Adventure) difficulty)
Unlock a locked race or class while playing a character of that race/class.By Zarock the Krog Mindslayer level 27
35th Haze 122nd year of Ascendancy at 02:09 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Zarock the Krog Mindslayer level 32
62nd Regrowth 123rd year of Ascendancy at 09:55 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Zarock the Krog Mindslayer level 34
72nd Regrowth 123rd year of Ascendancy at 00:20 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Zarock the Krog Mindslayer level 9
3rd Mirth 122nd year of Ascendancy at 17:28 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Zarock the Krog Mindslayer level 14
46th Dusk 122nd year of Ascendancy at 00:26 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zarock the Krog Mindslayer level 12
14th Dusk 122nd year of Ascendancy at 16:39 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Zarock the Krog Mindslayer level 16
46th Dusk 122nd year of Ascendancy at 12:48 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Zarock the Krog Mindslayer level 8
79th Pyre 122nd year of Ascendancy at 19:34 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Zarock the Krog Mindslayer level 34
72nd Regrowth 123rd year of Ascendancy at 01:56 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Zarock the Krog Mindslayer level 24
5th Haze 122nd year of Ascendancy at 20:38 see stats
Log
Xanirema the stone troll hits Zarock for 70 darkness damage.
Zarock is no longer attuned.
Zarock has recovered!
Talent Augmentation is ready to use.
Talent Mana Clash is ready to use.
Xanirema the stone troll's sanctity area effect hits Venom drake hatchling for 19 light damage.
Xanirema the stone troll's sanctity area effect hits Venom drake hatchling for 21 light damage.
Xanirema the stone troll's sanctity area effect hits Polirata the war bear for 18 light damage.
Xanirema the stone troll's sanctity area effect hits Venom drake hatchling for 21 light damage.
Ivawyn the copperhead snake uses Perfect Strike.
Ivawyn the copperhead snake aims carefully.
Xanirema the stone troll casts Searing Light.
Ivawyn the copperhead snake uses Stunning Blow.
Ivawyn the copperhead snake performs a melee critical strike against Zarock!
Ivawyn the copperhead snake revels in the spilt blood and grows stronger!
Zarock resists the stunning blow!
Zarock resists the stunning blow!
Melee retaliation hits Ivawyn the copperhead snake for 47 physical, 6 acid, 18 mind, 47 physical, 6 acid, 18 mind (142 total damage).
Ivawyn the copperhead snake hits Zarock for 149 physical damage.
Zarock the level 34 krog mindslayer was swiped to death by Ivawyn the copperhead snake on level 2 of Noxious Caldera.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ivawyn the copperhead snake killed Zarock!
Saving game...
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!
































































































































